Professional Documents
Culture Documents
Raw Abilities
Mouse Nature
Rating Advancement
Special Abilities
P:mmmmmm
F: mmmmm
Will
Health
Rating Advancement
4
2
Resources
P:mmmmm
F: mmmm
Circles
P:mmmmmmmmm
F: mmmmmmmmm
P:mmmmmmmmm
F: mmmmmmmmm
Rating Advancement
Skill
Rating Advancement
Fighter
P:mmmmm
F: mmmm
Healer
P:mmmmm
F: mmmm
Deceiver
P:mmmmm
F: mmmm
Hunter
P:mmmmm
F: mmmm
Persuader
P:mmmmm
F: mmmm
Instructor
P:mmmmm
F: mmmm
Clear&Sunny-Wise
P:mmmmm
F: mmmm
Pathfinder
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
Scout
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
4
3
2
2
3
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
P:mmmmm
F: mmmm
Survivalist
Weather Watcher
Scientist
Archivist
Lore Mouse
Cartographer
Conditions
Hungry/Thirsty
-1 to disposition to any conflict.
Orator
Traits
Trait Name
Inquisitive
Bold
Fearless
Quick Witted
P:mmmmm
F: mmmm
Skills
Skill
Mouse Guard
Trait Level
1
1
1
2
P:mmmmm
F: mmmm
mmmmmm
mmmmmm
mmmmmm
mmmmmm
mmmmmm
Nature Rules
Advancement Rules
P= Pass; successful tests. F= Fail; failed tests.
Advancement requires: Passed tests equal to the
skill rank and Failed tests equal to one less than
the rank.
Learning a new skill requires: tests equal to
Nature rank.
Age: 17
Home:
Spruce Tuck
Friend:
Enemy:
Fate
Persona
Cloak Color:
Rewards
Relationship Rules
Parents: If in your home city, your parents will help
you recover from being hungry, thirsty or tired. They
can also provide supplies or tools where appropriate.
Belief
Playing a
Belief earns
a Fate Point
Goal
Accomplishing
a Goal earns a
Persona Point
Instinct
Conflict Goal
It's not my fault I get side tracked, Studying things is just so much fun.
Playing an
Instinct earns
a Fate Point
Conflict Actions
Action 1
m Attack
m Defend
m Feint
m Maneuver
Action 2
m Attack
m Defend
m Feint
m Maneuver
Action 3
m Attack
m Defend
m Feint
m Maneuver
Disposition
Starting Current
A D F M
A
D
F
M
Heavy Coat With A Great Amount of Pockets,A Satchel with full of pappers, charts, scrlls, pens,ink and other work supllies.
A Crossbow, Telescope, extendable magnifing glass.
Dice:
Successes
Gear is limited to what you can carry (as depicted by you on the sketch above).
Possessions are kept in Lockhaven or another location.
Contacts
Snakes
2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/
Swords
Axe
Character Name:
Home:
Mentor:
Missed Session/Prologue:
Specialty:
Friend:
Enemy:
Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:
Character Name:
Home:
Mentor:
Missed Session/Prologue:
Specialty:
Friend:
Enemy:
Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:
Character Name:
Home:
Mentor:
Missed Session/Prologue:
Specialty:
Friend:
Enemy:
Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:
Character Name:
Home:
Mentor:
Missed Session/Prologue:
Specialty:
Friend:
Enemy:
Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:
Character Name:
Home:
Mentor:
Missed Session/Prologue:
Specialty:
Friend:
Enemy:
2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/
Mission
Choose obstacles (start with two of four):
Weather:
Wilderness:
Major Compromise
GMs Turn
Animals:
Mice:
Compromise in
Conflicts
The rules for Compromise are described
on page 115.
Minor Compromise
Winner lost less than half their
Disposition.
Loser gets a small part of their Goal.
Or winner is Tired or Angry.
Or if a fight, loser dies but gets one
last act.
Or if a group fight, one or two of the
losers die, the rest are Injured.
Compromise
Session Procedure
Declare Weather
Consult the weather by season in the
Seasons chapter.
Prologue
One player gives the prologue (p56).
His character recovers:
Hungry, and one of either Thirsty,
Angry, or Tired.
Or 1 point of taxed Nature.
Different PC gives the prologue each time.
Note what details the player remembered.
Missing a Session
The player describes where their
character was (p78). Then he may
(in this order):
Recover Hungry and one of either
Thirsty, ANgry, or Tired.
Or gain 1 point of taxed Nature
Or gain 1 test (pass or fail) for
advancement.
Conflict Goal
Rewards
Issue rewards based on the following
criteria (p77):
Play Belief, Instinct, or Goal = 1 Fate.
Accomplish Goal = 1 Persona.
Break Belief = 1 Persona.
MVP, Workhorse = 1 Persona.
Embodiment = 1 Persona.
Losing a Character
Player loses character if they die, or if
Nature hits 0 or 7 (pp78 and 235).
Player makes a new character.
Player gives new character old Fate &
Persona points.
Player may give unspent checks to
other PCs.
Or player takes over as GM.
Successes
Dice:
Players Turn
Players have one check each plus any
checks earned in GMs Turn
(pp259-261).
PCs may not spend
two checks in a row.
PCs may pass
checks to other PCs.
Allies helping
players does not
cost a check.
Conflict Actions
Action 1
m Attack
m Defend
m Feint
m Maneuver
Tying
Both sides Disposition is reduced to 0.
Both sides get their Goals.
Action 2
m Attack
m Defend
m Feint
m Maneuver
Action 3
m Attack
m Defend
m Feint
m Maneuver
2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/
Swords
Snakes
Axe
6 4 5 7
spring
summer
fall
winter
mmm
mmmm
mm
mmmmm
Disposition
Starting Current
A D F M
A
D
F
M